reduce physics cpu usage

This commit is contained in:
Asraelite 2016-03-29 22:35:08 +01:00
parent 8a059b92d5
commit 8ea6c2d937
10 changed files with 2435 additions and 34 deletions

2364
processed.txt Normal file

File diff suppressed because it is too large Load diff

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@ -23,6 +23,7 @@ class Net {
this.socket.on('world', data => {
game.world.clear();
console.log(data);
game.world.bounds = data.bounds;
for (var b of data.bodies) {
game.world.add(b);

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@ -77,8 +77,8 @@ class Renderer {
this.pallet.opacity(0.05);
for (var x = gridx - cw / 2 - 50; x < cw + 50; x += 50) {
for (var y = gridy - ch / 2 - 50; y < ch + 50; y += 50) {
var wx = (-cx + x) / SCALE;
var wy = (-cy + y) / SCALE;
var wx = ((-cx + x) / SCALE) | 0;
var wy = ((-cy + y) / SCALE) | 0;
var b = game.world.bounds;
if (wx > b.right || wx < b.left || wy > b.bottom || wy < b.top) {
this.pallet.opacity(0.2);

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@ -83,6 +83,9 @@
"Tamarillo",
"Tamarind",
"Ugli Fruit",
"Umbu",
"Ximenia",
"Xylocarp",
"Yuzu",
"Ziziphus"
],
@ -90,7 +93,9 @@
"a": [
"Awesome",
"Amazing",
"Awkward"
"Awkward",
"Absurd",
"Allergic"
],
"b": [
"Bubbly",
@ -107,7 +112,8 @@
],
"d": [
"Dizzy",
"Dangerous"
"Dangerous",
"Dazzling"
],
"e": [
"Energetic",
@ -116,7 +122,10 @@
],
"f": [
"Funny",
"Fancy"
"Fancy",
"Fat",
"Filthy",
"Fizzy"
],
"g": [
"Giggly",
@ -134,15 +143,21 @@
"Introverted"
],
"j": [
"Jolly"
"Jolly",
"Jealous",
"Joyful",
"Jittery"
],
"k": [
"Crazy",
"Cool"
"Keen",
"Kind",
"Kingly"
],
"l": [
"Little",
"Lazy"
"Lazy",
"Lovely",
"Lax"
],
"m": [
"Magnificent",
@ -151,13 +166,16 @@
],
"n": [
"Nosy",
"Noisy"
"Noisy",
"Nasty",
"Naive"
],
"o": [
"Oblivious",
"Omnipotent",
"Omnipresent",
"Okay"
"Okay",
"Obvious"
],
"p": [
"Pretty",
@ -175,7 +193,10 @@
],
"r": [
"Radical",
"Racist"
"Racist",
"Red",
"Rare",
"Risky"
],
"s": [
"Stupid",
@ -190,7 +211,8 @@
],
"u": [
"Unbelievable",
"Ugly"
"Ugly",
"Ultimate"
],
"v": [
"Voluptuous",
@ -201,11 +223,13 @@
"Weird"
],
"x": [
"Xanthous",
"Xenophobic"
],
"y": [
"Yellow",
"Useful"
"Yucky",
"Yummy"
],
"z": [
"Zany",

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@ -49,7 +49,7 @@ class Body {
}
applyDelta() {
this.world.applyDelta(this.packDelta());
this.world.applyDelta(this.packDelta(), this.pos);
}
applyForce(x, y, center) {

View file

@ -8,8 +8,10 @@ class Grapple extends Projectile {
super(world, pos);
this.r = pos.r;
this.x = pos.x * 32;
this.y = pos.y * 32;
this.x = pos.x;
this.y = pos.y;
this.xvel = pos.xvel;
this.yvel = pos.yvel;
this.xvel += Math.cos(this.r) * 0.25;
this.yvel += Math.sin(this.r) * 0.25;

View file

@ -6,8 +6,8 @@ class Missile extends Projectile {
constructor(world, pos, source) {
super(world);
this.x = pos.x * 32;
this.y = pos.y * 32;
this.x = pos.x;
this.y = pos.y;
this.xvel = pos.xvel;
this.yvel = pos.yvel;
this.r = pos.r;

View file

@ -15,6 +15,7 @@ class Ship extends Body {
// Body data.
this.x = pos.x || 0;
this.y = pos.y || 0;
this.r = player.team == 'b' ? Math.PI : 0;
this.type = 'ship';
this.class = build.ship;
@ -64,6 +65,7 @@ class Ship extends Body {
if (this.grapple) {
this.grapple.retract();
} else {
let s = this.world.scale;
this.launchGrapple(this.inputs.mx, this.inputs.my);
}
}

View file

@ -22,21 +22,23 @@ class World {
this.tpsCount = 0;
this.tpsStart = Date.now();
this.scale = 32;
this.tickCount = 0;
this.bounds = {
left: -5,
right: 50,
top: -15,
bottom: 15
left: 0,
right: 250,
top: 0,
bottom: 30
}
}
addPlayer(player) {
this.players.add(player);
let pos = {
x: player.team == 'b' ? 200 : 0,
y: 0
x: player.team == 'b' ? this.bounds.right - 5 : 5,
y: this.bounds.bottom / 2
};
let ship = new Ship(this, pos, player);
player.ship = ship;
@ -86,9 +88,14 @@ class World {
this.room.broadcast('effect', copula.packFull());
}
applyDelta(data) {
applyDelta(data, bodyPos) {
data = data.map(v => +(v.toFixed(3)));
this.players.forEach(player => player.applyDelta(data));
this.players.forEach(player => {
let dx = player.ship.pos.x - bodyPos.x;
let dy = player.ship.pos.y - bodyPos.y;
if (dx * dx + dy * dy < 900)
player.applyDelta(data)
});
}
explosion(pos, power) {
@ -110,12 +117,12 @@ class World {
}
populate() {
for (var i = 0; i < 5; i++) {
for (var i = 0; i < 50; i++) {
let pos = {
x: Math.random() * 2000 - 200,
y: Math.random() * 500 - 250
x: Math.random() * this.bounds.right,
y: Math.random() * this.bounds.bottom
};
this.spawner.spawnAsteroid(pos.x, pos.y,Math.random() * 50 + 10);
this.spawner.spawnAsteroid(pos.x, pos.y, Math.random() * 50 + 10);
}
}
@ -171,8 +178,9 @@ class World {
this.tps = this.tpsCount / 5 | 0;
this.tpsCount = 0;
this.tpsStart = Date.now();
if(this.tps < 50)
if(this.tps < 50) {
wingbase.warning(`${this.room.name} TPS: ${this.tps}`);
}
}
this.tpsCount++;

View file

@ -44,7 +44,7 @@ class Physics {
let s = SCALE;
let bodyDef = new Box2D.b2BodyDef();
bodyDef.userData = body;
bodyDef.position = new b2Vec2(body.x / s || 0, body.y / s || 0);
bodyDef.position = new b2Vec2(body.x || 0, body.y || 0);
bodyDef.angle = body.r || 0;
bodyDef.fixedRotation = false;
bodyDef.active = true;
@ -55,7 +55,7 @@ class Physics {
bodyDef.angularDamping = body.type == 'asteroid' ? 0.003 : 0.06;
bodyDef.type = body.type == 'structure' ?
Box2D.b2BodyType.b2_staticBody : Box2D.b2BodyType.b2_dynamicBody;
if (body.player || true) bodyDef.allowSleep = false;
if (body.player) bodyDef.allowSleep = false;
let b2body = this.world.CreateBody(bodyDef);
let fixtureDef = new Box2D.b2FixtureDef();